Packagesandy.materials.attributes
Classpublic final class GouraudAttributes
InheritanceGouraudAttributes Inheritance ALightAttributes

Realize a Gouraud shading on a material.

To make this material attribute use by the Material object, the material must have :myMAterial.lighteningEnable = true.
This attributes contains some parameters



Public Properties
 PropertyDefined by
 Inheritedambient : Number
Ambient reflection factor.
ALightAttributes
 Inheriteddiffuse : Number
Diffuse reflection factor.
ALightAttributes
 Inheritedflags : uint
Flags for the attribute.
ALightAttributes
 Inheritedgloss : Number
Specular exponent.
ALightAttributes
 Inheritedspecular : Number
Specular reflection factor.
ALightAttributes
  useBright : Boolean
Flag for lightening mode.
GouraudAttributes
Public Methods
 MethodDefined by
  
GouraudAttributes(p_bBright:Boolean = false, p_nAmbient:Number = 0.0)
Create the GouraudAttribute object.
GouraudAttributes
 Inherited
draw(p_oGraphics:Graphics, p_oPolygon:Polygon, p_oMaterial:Material, p_oScene:Scene3D):void
Draws light on shape.
ALightAttributes
 Inherited
drawOnSprite(p_oSprite:Sprite2D, p_oMaterial:Material, p_oScene:Scene3D):void
Draws light on sprite.
ALightAttributes
Property detail
useBrightproperty
useBright:Boolean  [read-write]

Flag for lightening mode.

If true, the lit objects use full light range from black to white. If false (the default) they just range from black to their normal appearance.

Implementation
    public function get useBright():Boolean
    public function set useBright(value:Boolean):void
Constructor detail
GouraudAttributes()constructor
public function GouraudAttributes(p_bBright:Boolean = false, p_nAmbient:Number = 0.0)

Create the GouraudAttribute object.

Parameters
p_bBright:Boolean (default = false) — The brightness (value for useBright).
 
p_nAmbient:Number (default = 0.0) — The ambient light value. A value between O and 1 is expected.